mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-15 22:25:07 +00:00
e50e4e39e0
* Air Rally Text Update * Blue Bear Text Update * Board Meeting Text Update * Built To Scale DS Text Update also changed Air Rally's assetbundle tag from "normal" to "keep" * Catchy Tune Text Update also changed some minor wording in Board Meeting and Built To Scale DS * Cheer Readers Text Update * The Clappy Trio Text Update * Coin Toss Text Update * Crop Stomp Text Update * DJ School Text Update * Dog Ninja Text Update * Double Date Text Update * Drumming Practice Text Update * Fan Club Text Update * Fireworks Text Update * Second Contact Text Update * Flipper-Flop Text Update also fix an error in Catchy Tune * Fork Lifter Text Update * Glee Club Text Update * Karate Man Text Update also minor updates to other games * Kitties! Text Update * Launch Party Text Update * Lockstep Text Update * Marching Orders Text Update * Meat Grinder Text Update also fixed an error in Second Contact * Mr. Upbeat Text Update * Munchy Monk Text Update * Octopus Machine Text Update * Pajama Party Text Update * Quiz Show Text Update also changed some wording in meat grinder * Rhythm Rally Text Update * Rhythm Somen Text Update that was easy * Rhythm Tweezers Text Update * Ringside Text Update * Rockers Text Update this sucked * Samurai Slice DS Text Update * See Saw Text Update * Sneaky Spirits Text Update * Spaceball Text Update * Space Dance Text Update * Space Soccer Text Update * Splashdown Text Update * Tambourine Text Update * Tap Trial Text Update * Tap Troupe Text Update * The Dazzles Text Update * Toss Boys Text Update * Tram & Pauline Text Update also added translation for Fireworks * Tunnel Text Update * Wizard's Waltz Text Update * Working Dough Text Update * fix compiler errors * fix editor offset bug(?) * fix missing param in second contact * Ball Redispense text * remove space soccer swing * Trick on the Class Text Update * Non-Game Text Update * fix pre-function sorting * camera shake ease * remove a bunch of prints * rhythm tweezers bug fix * Update Credits.txt * ssds nop samurai bop * swap order of shake properties * Update FirstContact.cs --------- Co-authored-by: minenice55 <star.elementa@gmail.com>
318 lines
13 KiB
C#
318 lines
13 KiB
C#
using HeavenStudio.Util;
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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using NaughtyBezierCurves;
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using DG.Tweening;
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namespace HeavenStudio.Games.Loaders
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{
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using static Minigames;
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public static class AgbFireworkLoader
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{
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public static Minigame AddGame(EventCaller eventCaller) {
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return new Minigame("fireworks", "Fireworks \n<color=#adadad>(Hanabi)</color>", "000820", false, false, new List<GameAction>()
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{
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new GameAction("firework", "Firework")
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{
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preFunction = delegate {var e = eventCaller.currentEntity; Fireworks.PreSpawnFirework(e.beat, false, e["whereToSpawn"], e["toggle"], e["explosionType"], e["applause"], e["offSet"]); },
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defaultLength = 4f,
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parameters = new List<Param>()
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{
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new Param("whereToSpawn", Fireworks.WhereToSpawn.Middle, "Side", "Choose the side this firework should spawn on."),
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new Param("explosionType", Fireworks.ExplosionType.MixedCircular, "Pattern", "Choose the pattern that this firework should explode into."),
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new Param("applause", false, "Applause", "Toggle if applause should play if you successfully hit this cue."),
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new Param("offSet", new EntityTypes.Float(0, 4, 0), "Vertical Offset", "Choose the verical offset for this firework."),
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new Param("toggle", false, "Count-In", "Toggle if a count-in should automatically play for this cue, as shown in the practice of the original game.")
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}
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},
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new GameAction("sparkler", "Sparkler")
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{
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preFunction = delegate {var e = eventCaller.currentEntity; Fireworks.PreSpawnFirework(e.beat, true, e["whereToSpawn"], e["toggle"], e["explosionType"], e["applause"], e["offSet"]); },
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defaultLength = 2f,
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parameters = new List<Param>()
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{
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new Param("whereToSpawn", Fireworks.WhereToSpawn.Middle, "Side", "Choose the side this firework should spawn on."),
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new Param("explosionType", Fireworks.ExplosionType.MixedCircular, "Pattern", "Choose the pattern that this sparkler should explode into."),
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new Param("applause", false, "Applause", "Toggle if applause should play if you successfully hit this cue."),
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new Param("offSet", new EntityTypes.Float(0, 4, 0), "Vertical Offset", "Choose the vertical offset for this sparkler."),
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new Param("toggle", false, "Count-In", "Toggle if a count-in should automatically play for this cue, as shown in the practice of the original game.")
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}
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},
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new GameAction("bomb", "Bomb")
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{
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function = delegate {var e = eventCaller.currentEntity; Fireworks.instance.SpawnBomb(e.beat, e["toggle"], e["applause"]); },
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defaultLength = 3f,
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parameters = new List<Param>()
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{
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new Param("applause", false, "Applause", "Toggle if applause should play if you successfully hit this cue."),
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new Param("toggle", false, "Count-In", "Toggle if a count-in should automatically play for this cue, as shown in the practice of the original game.")
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}
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},
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new GameAction("countIn", "Count-In")
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{
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preFunction = delegate {var e = eventCaller.currentEntity; Fireworks.CountIn(e.beat, e["count"]); },
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defaultLength = 1f,
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parameters = new List<Param>()
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{
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new Param("count", Fireworks.CountInType.CountOne, "Type", "Set the number to be said.")
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}
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},
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new GameAction("altBG", "Background Appearance")
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{
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function = delegate {var e = eventCaller.currentEntity; Fireworks.instance.ChangeBackgroundAppearance(e["toggle"]); },
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defaultLength = 0.5f,
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parameters = new List<Param>()
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{
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new Param("toggle", true, "Remix 5", "Togle if the background from Remix 5 (GBA) should appear.")
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}
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}
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},
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new List<string>() {"agb", "normal"},
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"agbexplode", "en",
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new List<string>() {}
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);
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}
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}
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}
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namespace HeavenStudio.Games
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{
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using Scripts_Fireworks;
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public class Fireworks : Minigame
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{
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public enum ExplosionType
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{
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UniformBig = 0,
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UniformDonut = 1,
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UniformSwirl = 2,
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UniformSmile = 3,
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MixedCircular = 4
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}
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public struct QueuedFirework
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{
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public double beat;
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public bool isSparkler;
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public int whereToSpawn;
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public bool practice;
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public int explosionType;
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public bool applause;
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public float verticalOffset;
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}
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public enum WhereToSpawn
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{
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Left = 0,
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Right = 1,
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Middle = 2
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}
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public enum CountInType
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{
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CountOne = 0,
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CountTwo = 1,
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CountThree = 2,
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CountHey = 3
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}
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[Header("Components")]
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[SerializeField] Transform spawnLeft;
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[SerializeField] Transform spawnRight;
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[SerializeField] Transform spawnMiddle;
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[SerializeField] Transform bombSpawn;
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[SerializeField] Rocket firework;
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[SerializeField] FireworksBomb bomb;
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[SerializeField] BezierCurve3D bombCurve;
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[SerializeField] SpriteRenderer flashWhite;
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[SerializeField] GameObject faces;
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[SerializeField] GameObject stars;
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[Header("Properties")]
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Tween flashTween;
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public static List<QueuedFirework> queuedFireworks = new List<QueuedFirework>();
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public static Fireworks instance;
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void OnDestroy()
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{
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if (queuedFireworks.Count > 0) queuedFireworks.Clear();
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foreach (var evt in scheduledInputs)
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{
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evt.Disable();
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}
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}
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void Awake()
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{
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instance = this;
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}
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void Update()
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{
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var cond = Conductor.instance;
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if (cond.isPlaying && !cond.isPaused)
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{
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if (queuedFireworks.Count > 0)
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{
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foreach (var firework in queuedFireworks)
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{
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SpawnFirework(firework.beat, firework.isSparkler, firework.whereToSpawn, firework.practice, firework.explosionType, firework.applause, firework.verticalOffset);
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}
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queuedFireworks.Clear();
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}
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}
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}
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public void ChangeBackgroundAppearance(bool doIt)
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{
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faces.SetActive(doIt);
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stars.SetActive(!doIt);
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}
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public static void CountIn(double beat, int count)
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{
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switch (count)
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{
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case (int)CountInType.CountOne:
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MultiSound.Play(new MultiSound.Sound[]
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{
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new MultiSound.Sound("fireworks/count1", beat)
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}, forcePlay: true);
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break;
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case (int)CountInType.CountTwo:
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MultiSound.Play(new MultiSound.Sound[]
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{
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new MultiSound.Sound("fireworks/count2", beat)
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}, forcePlay: true);
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break;
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case (int)CountInType.CountThree:
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MultiSound.Play(new MultiSound.Sound[]
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{
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new MultiSound.Sound("fireworks/count3", beat)
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}, forcePlay: true);
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break;
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case (int)CountInType.CountHey:
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MultiSound.Play(new MultiSound.Sound[]
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{
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new MultiSound.Sound("fireworks/countHey", beat)
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}, forcePlay: true);
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break;
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}
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}
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public static void PreSpawnFirework(double beat, bool isSparkler, int whereToSpawn, bool practice, int explosionType, bool applause, float verticalOffset)
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{
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if (isSparkler)
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{
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MultiSound.Play(new MultiSound.Sound[]
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{
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new MultiSound.Sound("fireworks/nuei", beat, 1, 1, false, 0.223f)
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}, forcePlay: true);
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}
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else
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{
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MultiSound.Play(new MultiSound.Sound[]
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{
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new MultiSound.Sound("fireworks/rocket_2", beat)
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}, forcePlay: true);
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}
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if (GameManager.instance.currentGame == "fireworks")
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{
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BeatAction.New(instance, new List<BeatAction.Action>()
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{
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new BeatAction.Action(beat, delegate
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{
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Fireworks.instance.SpawnFirework(beat, isSparkler, whereToSpawn, practice, explosionType, applause, verticalOffset);
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})
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});
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}
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else
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{
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queuedFireworks.Add(new QueuedFirework { beat = beat, isSparkler = isSparkler, whereToSpawn = whereToSpawn, practice = practice, explosionType = explosionType, applause = applause, verticalOffset = verticalOffset });
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}
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}
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void SpawnFirework(double beat, bool isSparkler, int whereToSpawn, bool practice, int explosionType, bool applause, float verticalOffset)
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{
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if (isSparkler && practice)
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{
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MultiSound.Play(new MultiSound.Sound[]
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{
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new MultiSound.Sound("fireworks/practiceHai", beat + 1),
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}, forcePlay: true);
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}
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else if (practice)
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{
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MultiSound.Play(new MultiSound.Sound[]
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{
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new MultiSound.Sound("fireworks/practice1", beat),
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new MultiSound.Sound("fireworks/practice2", beat + 1),
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new MultiSound.Sound("fireworks/practice3", beat + 2),
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new MultiSound.Sound("fireworks/practiceHai", beat + 3),
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}, forcePlay: true);
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}
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Transform spawnPoint = spawnMiddle;
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switch (whereToSpawn)
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{
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case (int)WhereToSpawn.Left:
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spawnPoint = spawnLeft;
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break;
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case (int)WhereToSpawn.Right:
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spawnPoint = spawnRight;
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break;
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default:
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spawnPoint = spawnMiddle;
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break;
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}
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Rocket spawnedRocket = Instantiate(firework, spawnPoint, false);
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spawnedRocket.isSparkler = isSparkler;
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spawnedRocket.offSet = verticalOffset;
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spawnedRocket.applause = applause;
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spawnedRocket.Init(beat, explosionType);
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}
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public void SpawnBomb(double beat, bool practice, bool applause)
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{
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SoundByte.PlayOneShotGame("fireworks/tamaya_4");
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if (practice)
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{
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MultiSound.Play(new MultiSound.Sound[]
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{
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new MultiSound.Sound("fireworks/practiceHai", beat + 2),
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}, forcePlay: true);
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}
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BeatAction.New(instance, new List<BeatAction.Action>()
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{
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new BeatAction.Action(beat + 1, delegate
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{
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FireworksBomb spawnedBomb = Instantiate(bomb, bombSpawn, false);
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spawnedBomb.curve = bombCurve;
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spawnedBomb.applause = applause;
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spawnedBomb.Init(beat + 1);
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})
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});
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}
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public void ChangeFlashColor(Color color, float beats)
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{
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var seconds = Conductor.instance.secPerBeat * beats;
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if (flashTween != null)
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flashTween.Kill(true);
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if (seconds == 0)
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{
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flashWhite.color = color;
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}
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else
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{
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flashTween = flashWhite.DOColor(color, seconds);
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}
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}
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public void FadeFlashColor(Color start, Color end, float beats)
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{
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ChangeFlashColor(start, 0f);
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ChangeFlashColor(end, beats);
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}
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}
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}
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